Three.js 中的选择性绽放?
我正在尝试使用 Three.js 制作霓虹灯标志,并使用 BloomPass 和发射纹理来创建这种效果。我主要遵循这个示例,因为我只希望场景中的一个模型发光。 ((https://thirdjs.org/examples/webgl_postprocessing_unreal_bloom_selective.html))
我的背景模型和 pacman glb 模型中的一些元素正在发光,而霓虹灯几乎不发光。当我尝试改变霓虹灯的颜色或看到它有任何变化时,什么也没有发生。它还使我的场景变得非常暗,通常不会这么暗。
这是另一个具有更高曝光度和设置的示例1:https://i.sstatic.net/KUPW9.jpg
在曝光度非常低之前我遇到的一个问题是整个场景曾绽放效果非常模糊。
根据其他示例,我编写了代码,目的是将场景中的所有内容渲染为黑色,然后用绽放渲染霓虹灯场景,然后将所有内容渲染回原始颜色,但是,这显然不起作用。
Github 不用担心代码有多混乱,我只是尝试这里的所有内容,哈哈
非常重要 我的 NeonSign.js 文件中有当前代码,我一直在该文件中进行后期处理工作。不要使用 postprocessing.js 中的代码,它仅供参考,不正确,不会重现此错误
I am trying to make a Neon sign using three.js and I am using BloomPass and emmissive texture to create this effect. I am primarily following this example as I only want One of the models in my scene to glow. ((https://threejs.org/examples/webgl_postprocessing_unreal_bloom_selective.html))
The issue I am running in to is that this is occuring.
Some elements in my background model and my pacman glb model are glowing and the neon sign is barely glowing. When I tried to change the color of the neon sign or see any changes to it nothing happens. It also makes my scene super dark, it isn't generally this dark.
This is another example with higher exposure and settings 1: https://i.sstatic.net/KUPW9.jpg
An issue I was having before the exposure went really low is that the entire scene had the Bloom effect and was super blurry.
Based on other examples I have written the code with the intention of rendering everything in the scene black and then render the Neon scene with bloom then render everything back to original colors however, this is obviously not working.
Github
Don't worry about how messy the code is im just trying everything here lol
VERY IMPORTANT
I have the current code in the NeonSign.js file that is where I have been doing my post processing work. DO NOT use the code in postprocessing.js it is just for reference and is not correct and will not reproduce this error
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